MantisBT - Zandronum | |||||
View Issue Details | |||||
ID | Project | Category | View Status | Date Submitted | Last Update |
0003034 | Zandronum | [All Projects] Suggestion | public | 2017-03-11 09:38 | 2017-03-11 10:29 |
Reporter | Borg | ||||
Assigned To | |||||
Priority | normal | Severity | minor | Reproducibility | always |
Status | new | Resolution | open | ||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 2.1 | ||||
Target Version | Fixed in Version | ||||
Summary | 0003034: Inventory drop should be excluded from sv_limitcommands | ||||
Description | There is no point limiting inventory drop to one second. At least not so aggresivly. If it needs to be limited, I would suggest to use value around 100ms (3-4 game ticks). | ||||
Steps To Reproduce | |||||
Additional Information | void CLIENTCOMMANDS_RequestInventoryDrop( AInventory *pItem ) { if ( sv_limitcommands ) { if ( !(GAMEMODE_GetFlags( GAMEMODE_GetCurrentMode( )) & GMF_COOPERATIVE) ) { Printf( "Dropping is not allowed in non-cooperative game modes.\n" ); return; } if (( g_ulLastDropTime > 0 ) && ( (ULONG)gametic < ( g_ulLastDropTime + ( TICRATE )))) { Printf( "You must wait at least one second before using drop again.\n" ); return; } } if ( pItem == NULL ) return; const USHORT usActorNetworkIndex = pItem->GetClass( )->getActorNetworkIndex(); g_ulLastDropTime = gametic; NETWORK_WriteByte( &CLIENT_GetLocalBuffer( )->ByteStream, CLC_INVENTORYDROP ); NETWORK_WriteShort( &CLIENT_GetLocalBuffer( )->ByteStream, usActorNetworkIndex ); } | ||||
Tags | No tags attached. | ||||
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Issue History | |||||
Date Modified | Username | Field | Change | ||
2017-03-11 09:38 | Borg | New Issue | |||
2017-03-11 10:29 | Dusk | Note Added: 0016965 |
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